this post was submitted on 27 Aug 2023
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I can understand patch updates, but what else are the devs doing?

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[โ€“] Synthead@lemmy.world 19 points 1 year ago* (last edited 1 year ago) (6 children)

This is the most informed answer in this thread. It really does come down to schema changes. There are even ways to avoid downtime during schema changes, but it's often complicated. For example, you don't see YouTube go offline for schema changes, but they're willing to make this effort and investment, even for very large databases.

Lots of other database tasks can happen while remaining online. For backups, use a read-only connection. For upgrades, you should have a distributed and scaled database, so take them down in sections during upgrades. For "cleaning up," you can do vacuum operations on part of your database while it's live. Etc etc.

Ultimately, there is almost never a technical reason why a database has to go offline. It's a matter of devotion to the stability and uptime of your infra. Toss enough engineering hours at a database problem and you can pretty much have 100% uptime in the scope of maintenance (not incidents, of course). But even with incidents, there are fail-over plans, replicas, and a ton of other things you can do to stay online. Instead of downtime, you have degraded performance that the users may not even notice.

[โ€“] Cras@feddit.uk 4 points 1 year ago (5 children)

The other big one that usually requires downtime is network. You may not be touching your game servers all that often but if you need to do a major OS upgrade on a load balancer or switch, that's going to mean everything behind it loses connectivity - and unless you're talking one of the big hitters like WoW, they're probably not funding redundant dual network paths to allow you to take it down without downtime

[โ€“] Synthead@lemmy.world 2 points 1 year ago (4 children)

If you are running metal, and the health of your entire network relies on a single load balancer or a single network switch, you're far from being production-ready from a redundancy and scaling perspective.

[โ€“] Cras@feddit.uk 1 points 1 year ago (1 children)

I don't disagree, but at the same time running a whole setup that is fully ready for hot swap live failover whenever you have maintenance tasks to do is potentially just not desirable when you have the option of just taking the environment down instead - after all, gamers are pretty much conditioned to expect it at this point

[โ€“] Synthead@lemmy.world 1 points 1 year ago* (last edited 1 year ago) (1 children)

running a whole setup that is fully ready for hot swap live failover whenever you have maintenance tasks to do

This is basically "ready for production 101." It's even easier to run an entire service on a computer under a desk, but this isn't how you run stuff in production.

Even if it's "easier" in the short term, you'll be paying more for not being production-ready in the long term (and get a reputation for not having good uptime).

[โ€“] Cras@feddit.uk 1 points 1 year ago (1 children)

Yeah I feel you're widely overestimating the setup that's in place for smaller online games companies. We're not talking about Activision or some high-frequency fixed income trading firm here. "Give me something that people can play on that costs as close to nothing as possible" is usually the main driver

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